TF2: cp_silo-c (Beta 4A)

Reveal what you have made so far and get feedback on development.

TF2: cp_silo-c (Beta 4A)

Postby Swiftmind on Sun Mar 21, 2010 10:20 pm

Hey there.

This TF2 map is developed by my brother (Bricksolid) and I. Please check it out and tell us what you think!


Download cp_silo-c_b4a.bsp.bz2 from TF2Maps.net: cp_silo-c_b4a.bsp.bz2


Servers Known to Host Map:
* 99.198.108.174:27016 - Free Frag Network Map Montage Server
* 67.18.130.18:27015 - 3-PG.com: Accelerated [2x Damage + HLXstats]
* 216.52.143.91:27020 - calculatedChaos customMaps [jukebox/goomba]


Gameplay and Objectives: Attack/Defend, 6 control points, 3 rounds.

Blue: Regain control of the base and stop the launch of a Titan II ICBM.

Red: Hold off Blue until the Titan II launches.


Map Environment: Underground ICBM base in late 1960s.

This is a spoof on Sector C from the original Half-Life. Silo C is Sector C from the 1960s, back when Black Mesa was only an ICBM base.

Background Story:
Red is a Soviet covert ops team lead by a traitorous double agent named Vladimir. Due to the chaos of the Kennedy assignation, Vladimir was able to sneak in his team and take control of the facility around Silo C. Silo C contains an active SM-68B Titan II ICBM and Vladimir plans to launch it at an unknown target. Blue team is the emergency response platoon that will attempt to regain control of the facility and stop the launch.


Screenshots:
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Last edited by Swiftmind on Tue Oct 26, 2010 3:07 am, edited 5 times in total.
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Re: TF2: cp_silo-c

Postby JLea on Mon Mar 22, 2010 8:50 am

Get rid of those HL2 textures and TF2ize them

Also silo-c looks like a bit of a visual mess. It looks like you threw a few random props into it. What purpose does this room serve? If it's a fuel area add some big fuel tanks somewhere.
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Re: TF2: cp_silo-c

Postby Swiftmind on Mon Mar 22, 2010 7:01 pm

Thanks Jlea.

Some of the HL2 textures were customized. But do you think they still do not look TF2ish enough? The textures I am speaking about are the walls in the ICBM silo and the textures within the Fuel Conduit next to Engineering. If you feel these textures still do not look right we will look into fully custom ones.

I am not sure what area you are talking about. The ICBM Silo or Fuel Storage? The fuel storage does have big fuel tanks, its the large props in the middle. As for the stuff on the side, yes they were mostly thrown in. Problem is with the Fuel Storage, we can not do much else with it since it is just a fuel storage. So the place becomes very empty, thus random props hehe, which yes I admit not a good idea. Any ideas on what detail can be added for this type of room? Or should we just section off empty parts?

Besides the textures, any other issues or things you did not like? Any positive things hehe if you dont mind me asking?
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Re: TF2: cp_silo-c

Postby mat_de_b on Mon Mar 22, 2010 9:09 pm

Up the ambient light!
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Re: TF2: cp_silo-c

Postby ryalho on Wed Mar 31, 2010 2:05 am

I love the last pic :D
I wish I had a brother to map with... d*m*!
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Re: TF2: cp_silo-c

Postby Swiftmind on Tue Apr 06, 2010 8:28 pm

B3 Dev Update: Round 1

Lets start off with a screenshot of the new lighting concept and Data Link front.
Image

All lighting within the map is being reworked on. The new concept is going back to the more traditional TF2 white lights with a slight touch of color. "Special" lights will deep color will be off to the side, out of the playable areas. A good example of the special lights is the orange lights above. The above picture shows the new lighting compared with the old. For this area the luminosities were greatly increase to create a more whiteish color with the same RBG values.

The front of DL has been rebuilt to remove the need for breakable glass.

Things being removed map wide:
* Music and radios
* Small HL crates
* Large use of breakable glass

Security Hub:
Layout for Security Hub is being rebuilt. We did all we can to help the former layout. The new layout concept is already looking 100% better.

Changes so far:
* Remove breakable glass on lower floor.
* Added access to the other quickpath to DL on upper floor.
* Added new quickpath between Blue vent exit and SH.
Last edited by Swiftmind on Sun May 16, 2010 8:45 pm, edited 1 time in total.
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Re: TF2: cp_silo-c

Postby Swiftmind on Tue Apr 20, 2010 7:53 pm

B3 Dev Update: Security Hub

Here are some in-game comparisons between old and new SH.

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A lot has changed. The layout is far better then the original. It will be exciting to see how it plays out. Notice the change in lighting. This is the new concept mentioned in the last Dev Update being utilized. Also all breakable glass has been removed to clear up confusion.


Image
A brand new part of the upper floor is shown here. This area has access to both quick paths up to Data Link and has a staircase down to the lower floor of SH.



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The small extension of the upper floor has been opened up to make it far easier for Soldiers, Demos and Scouts to jump into. One can also see a new staircase coming out from the wall. There was not enough room inside the SH to make a decent staircase, so this is the result. In the old SH, this extension was a lovely sniper's nest. Now that it is opened up with a staircase ending behind the sniper spot, the power of this nest has been greatly reduced.



Portals and what the player can see has been further optimized. For example, now if a player is standing on the control point within the upper floor, the player's system will no longer render the lower floor.

The soundscape has also changed. Instead of the sort of breathing ambient, a more generic soft vent sound will be heard.


That is it for now. Keep watching for the next Dev Update about Round 2!

Any thoughts or comments about the screens/info above, please post!
Last edited by Swiftmind on Sun May 16, 2010 8:46 pm, edited 1 time in total.
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Re: TF2: cp_silo-c

Postby Swiftmind on Sun May 16, 2010 1:59 am

B3 Dev Update: Round 2 Layout

There have always been issues with round 2 layout. Generally they can be summarized as "getting lost". A major change has been done to the overall layout. Engineering has been moved to the other side of round 2. Take a look at this representation of the new layout.

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Yeah it is going back to a more traditional Gravelpit layout style. This came about after thinking "People always associated this round with Gravelpit due to 3 points, so they expect a Gravelpit layout." Now it is what people expect which will help with navigation.

Other Layout Changes:
* Slow Engineering Door removed.
* Gate System Removed.
* Fuel Conduit is detail only area, not accessible.
* Blue will have access to all three levels of Engineering through either LQ/Fuel.
* Travel Tunnels for Red removed.

That is all. Keep watching for next update on Fuel/LQ/Engineering changes!
Last edited by Swiftmind on Sun May 16, 2010 8:48 pm, edited 1 time in total.
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Re: TF2: cp_silo-c

Postby cypher543 on Sun May 16, 2010 5:48 am

We have to be members of TF2Maps to see those images. Please upload them somewhere else (or use a direct link, like you did in the first post).
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Re: TF2: cp_silo-c

Postby jgoodroad on Sun May 16, 2010 6:21 am

agree with post above
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Re: TF2: cp_silo-c

Postby Swiftmind on Sun May 16, 2010 7:51 pm

cypher543 wrote:We have to be members of TF2Maps to see those images. Please upload them somewhere else (or use a direct link, like you did in the first post).



Oh gee....Thank you very much. I did not know this! I will post them elsewhere and update when I can.
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Re: TF2: cp_silo-c

Postby Swiftmind on Sun May 16, 2010 8:50 pm

Image links fixed.
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Re: TF2: cp_silo-c

Postby jgoodroad on Wed May 19, 2010 11:43 pm

I think you need more "detail only " areas

and how will this play for spys, I allways hated when a mapper neglects placing in blind spots or having narrow passageways
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Re: TF2: cp_silo-c

Postby Swiftmind on Thu May 20, 2010 12:48 am

jgoodroad wrote:I think you need more "detail only " areas

and how will this play for spys, I allways hated when a mapper neglects placing in blind spots or having narrow passageways


Hello jgoodroad and thanks! I assume you are speaking about Round 2 layout. Please bear in mind that the above picture of the layout is just a simple representation. There areas of LQ and Fuel are quite big and a spy can hide around in them. Engineering is not as spy friendly as the others but I still have seen spies do well in this area.

My question to you is have you played the map? You will get a better idea of what round 2 is like. If you have seen the map in game, can you please provide some specific examples of things you did not like for spies in round 2...or ways to improve round 2 for spies? I ask since I think round 2 is fine in terms of spies so I need specifics.

As for the detail comment, do you mean the map needs additional detail areas to make the base seem more larger and realistic...or do you mean that round 2 is too big and some areas should be sized down by making some of it detail only?
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Re: TF2: cp_silo-c

Postby jgoodroad on Thu May 20, 2010 1:13 am

what you said first, gravel pit had a 3d skybox to make it seem bigger, so you should put more BTS areas (behind the scenes) that the player can't access. the more complicated the better, but If it is too complicated the player might try to get there, thinking it is part of the map.

EDIT: when I assume I can make an ass out of u and me, I am sorry I judged before playing... you map (if anything) is Too big (seemingly) but I have found a few major pit falls, first! the first map is too congested and should be pushed out, with cover added. then you need to remove the snack/bathroom area, your doors do not have proper head-room a header should only be 16units height, you should refrain from using hl2 props as much as you can. the second area is WAY to confusing to navigate, and the spawn seems to be the opposite of the first spawn. which was too small. (I suggest you completely remake the first map. now the last map was, at first, disappointing. then I got to the control point. the room facing the point was very well done. my only problem was the fact that it is red ground, and blu does not need to pass through it, you should give red a more defensive stand on the last map.

the heavy section was really funny, but the mirror adds extra FPSlag and should be removed
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